class js.html.webgl.RenderingContext

Available on all platforms

Class Fields

static var ACTIVE_TEXTURE:Int

static var ACTIVE_UNIFORMS:Int

static var ALPHA:Int

static var ALPHA_BITS:Int

static var ALWAYS:Int

static var ARRAY_BUFFER:Int

static var BACK:Int

static var BLEND:Int

static var BLEND_COLOR:Int

static var BLEND_DST_ALPHA:Int

static var BLEND_DST_RGB:Int

static var BLEND_EQUATION:Int

static var BLEND_SRC_ALPHA:Int

static var BLEND_SRC_RGB:Int

static var BLUE_BITS:Int

static var BOOL:Int

static var BOOL_VEC2:Int

static var BOOL_VEC3:Int

static var BOOL_VEC4:Int

static var BUFFER_SIZE:Int

static var BUFFER_USAGE:Int

static var BYTE:Int

static var CCW:Int

static var CLAMP_TO_EDGE:Int

static var COLOR_WRITEMASK:Int

static var COMPILE_STATUS:Int

static var CONSTANT_ALPHA:Int

static var CONSTANT_COLOR:Int

static var CULL_FACE:Int

static var CULL_FACE_MODE:Int

static var CURRENT_PROGRAM:Int

static var CW:Int

static var DECR:Int

static var DECR_WRAP:Int

static var DELETE_STATUS:Int

static var DEPTH_BITS:Int

static var DEPTH_COMPONENT:Int

static var DEPTH_FUNC:Int

static var DEPTH_RANGE:Int

static var DEPTH_STENCIL:Int

static var DEPTH_TEST:Int

static var DEPTH_WRITEMASK:Int

static var DITHER:Int

static var DONT_CARE:Int

static var DST_ALPHA:Int

static var DST_COLOR:Int

static var DYNAMIC_DRAW:Int

static var EQUAL:Int

static var FASTEST:Int

static var FLOAT:Int

static var FLOAT_MAT2:Int

static var FLOAT_MAT3:Int

static var FLOAT_MAT4:Int

static var FLOAT_VEC2:Int

static var FLOAT_VEC3:Int

static var FLOAT_VEC4:Int

static var FRAGMENT_SHADER:Int

static var FRAMEBUFFER:Int

static var FRONT:Int

static var FRONT_AND_BACK:Int

static var FRONT_FACE:Int

static var FUNC_ADD:Int

static var FUNC_SUBTRACT:Int

static var GEQUAL:Int

static var GREATER:Int

static var GREEN_BITS:Int

static var HIGH_FLOAT:Int

static var HIGH_INT:Int

static var INCR:Int

static var INCR_WRAP:Int

static var INT:Int

static var INT_VEC2:Int

static var INT_VEC3:Int

static var INT_VEC4:Int

static var INVALID_ENUM:Int

static var INVALID_VALUE:Int

static var INVERT:Int

static var KEEP:Int

static var LEQUAL:Int

static var LESS:Int

static var LINEAR:Int

static var LINES:Int

static var LINE_LOOP:Int

static var LINE_STRIP:Int

static var LINE_WIDTH:Int

static var LINK_STATUS:Int

static var LOW_FLOAT:Int

static var LOW_INT:Int

static var LUMINANCE:Int

static var LUMINANCE_ALPHA:Int

static var MEDIUM_FLOAT:Int

static var MEDIUM_INT:Int

static var MIRRORED_REPEAT:Int

static var NEAREST:Int

static var NEVER:Int

static var NICEST:Int

static var NONE:Int

static var NOTEQUAL:Int

static var NO_ERROR:Int

static var ONE:Int

static var OUT_OF_MEMORY:Int

static var PACK_ALIGNMENT:Int

static var POINTS:Int

static var RED_BITS:Int

static var RENDERBUFFER:Int

static var RENDERER:Int

static var REPEAT:Int

static var REPLACE:Int

static var RGB:Int

static var RGB565:Int

static var RGB5_A1:Int

static var RGBA:Int

static var RGBA4:Int

static var SAMPLER_2D:Int

static var SAMPLER_CUBE:Int

static var SAMPLES:Int

static var SAMPLE_BUFFERS:Int

static var SAMPLE_COVERAGE:Int

static var SCISSOR_BOX:Int

static var SCISSOR_TEST:Int

static var SHADER_TYPE:Int

static var SHORT:Int

static var SRC_ALPHA:Int

static var SRC_COLOR:Int

static var STATIC_DRAW:Int

static var STENCIL_BITS:Int

static var STENCIL_FAIL:Int

static var STENCIL_FUNC:Int

static var STENCIL_INDEX:Int

static var STENCIL_INDEX8:Int

static var STENCIL_REF:Int

static var STENCIL_TEST:Int

static var STREAM_DRAW:Int

static var SUBPIXEL_BITS:Int

static var TEXTURE:Int

static var TEXTURE0:Int

static var TEXTURE1:Int

static var TEXTURE10:Int

static var TEXTURE11:Int

static var TEXTURE12:Int

static var TEXTURE13:Int

static var TEXTURE14:Int

static var TEXTURE15:Int

static var TEXTURE16:Int

static var TEXTURE17:Int

static var TEXTURE18:Int

static var TEXTURE19:Int

static var TEXTURE2:Int

static var TEXTURE20:Int

static var TEXTURE21:Int

static var TEXTURE22:Int

static var TEXTURE23:Int

static var TEXTURE24:Int

static var TEXTURE25:Int

static var TEXTURE26:Int

static var TEXTURE27:Int

static var TEXTURE28:Int

static var TEXTURE29:Int

static var TEXTURE3:Int

static var TEXTURE30:Int

static var TEXTURE31:Int

static var TEXTURE4:Int

static var TEXTURE5:Int

static var TEXTURE6:Int

static var TEXTURE7:Int

static var TEXTURE8:Int

static var TEXTURE9:Int

static var TEXTURE_2D:Int

static var TEXTURE_WRAP_S:Int

static var TEXTURE_WRAP_T:Int

static var TRIANGLES:Int

static var TRIANGLE_FAN:Int

static var TRIANGLE_STRIP:Int

static var UNSIGNED_BYTE:Int

static var UNSIGNED_INT:Int

static var UNSIGNED_SHORT:Int

static var VALIDATE_STATUS:Int

static var VENDOR:Int

static var VERSION:Int

static var VERTEX_SHADER:Int

static var VIEWPORT:Int

static var ZERO:Int

Instance Fields

function activeTexture(texture:Int):Void

function attachShader(program:Program, shader:Shader):Void

function bindAttribLocation(program:Program, index:Int, name:String):Void

function bindBuffer(target:Int, buffer:Buffer):Void

function bindFramebuffer(target:Int, framebuffer:Framebuffer):Void

function bindRenderbuffer(target:Int, renderbuffer:Renderbuffer):Void

function bindTexture(target:Int, texture:Texture):Void

function blendColor(red:Float, green:Float, blue:Float, alpha:Float):Void

function blendEquation(mode:Int):Void

function blendEquationSeparate(modeRGB:Int, modeAlpha:Int):Void

function blendFunc(sfactor:Int, dfactor:Int):Void

function blendFuncSeparate(srcRGB:Int, dstRGB:Int, srcAlpha:Int, dstAlpha:Int):Void

function bufferData(target:Int, data:ArrayBuffer, usage:Int):Void

function bufferData(target:Int, size:Int, usage:Int):Void

function bufferData(target:Int, data:ArrayBufferView, usage:Int):Void

function bufferSubData(target:Int, offset:Int, data:ArrayBuffer):Void

function bufferSubData(target:Int, offset:Int, data:ArrayBufferView):Void

function checkFramebufferStatus(target:Int):Int

function clear(mask:Int):Void

function clearColor(red:Float, green:Float, blue:Float, alpha:Float):Void

function clearDepth(depth:Float):Void

function clearStencil(s:Int):Void

function colorMask(red:Bool, green:Bool, blue:Bool, alpha:Bool):Void

function compileShader(shader:Shader):Void

function compressedTexImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, data:ArrayBufferView):Void

function compressedTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, data:ArrayBufferView):Void

function copyTexImage2D(target:Int, level:Int, internalformat:Int, x:Int, y:Int, width:Int, height:Int, border:Int):Void

function copyTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, x:Int, y:Int, width:Int, height:Int):Void

function createBuffer():Buffer

function createShader(type:Int):Shader

function cullFace(mode:Int):Void

function deleteBuffer(buffer:Buffer):Void

function deleteFramebuffer(framebuffer:Framebuffer):Void

function deleteProgram(program:Program):Void

function deleteRenderbuffer(renderbuffer:Renderbuffer):Void

function deleteShader(shader:Shader):Void

function deleteTexture(texture:Texture):Void

function depthFunc(func:Int):Void

function depthMask(flag:Bool):Void

function depthRange(zNear:Float, zFar:Float):Void

function detachShader(program:Program, shader:Shader):Void

function disable(cap:Int):Void

function drawArrays(mode:Int, first:Int, count:Int):Void

function drawElements(mode:Int, count:Int, type:Int, offset:Int):Void

function enable(cap:Int):Void

function finish():Void

function flush():Void

function framebufferRenderbuffer(target:Int, attachment:Int, renderbuffertarget:Int, renderbuffer:Renderbuffer):Void

function framebufferTexture2D(target:Int, attachment:Int, textarget:Int, texture:Texture, level:Int):Void

function frontFace(mode:Int):Void

function generateMipmap(target:Int):Void

function getActiveAttrib(program:Program, index:Int):ActiveInfo

function getActiveUniform(program:Program, index:Int):ActiveInfo

function getAttribLocation(program:Program, name:String):Int

function getBufferParameter(target:Int, pname:Int):Dynamic

function getError():Int

function getExtension(name:String):Dynamic

function getFramebufferAttachmentParameter(target:Int, attachment:Int, pname:Int):Dynamic

function getParameter(pname:Int):Dynamic

function getProgramInfoLog(program:Program):String

function getProgramParameter(program:Program, pname:Int):Dynamic

function getRenderbufferParameter(target:Int, pname:Int):Dynamic

function getShaderInfoLog(shader:Shader):String

function getShaderParameter(shader:Shader, pname:Int):Dynamic

function getShaderPrecisionFormat(shadertype:Int, precisiontype:Int):ShaderPrecisionFormat

function getShaderSource(shader:Shader):String

function getTexParameter(target:Int, pname:Int):Dynamic

function getUniform(program:Program, location:UniformLocation):Dynamic

function getVertexAttrib(index:Int, pname:Int):Dynamic

function getVertexAttribOffset(index:Int, pname:Int):Int

function hint(target:Int, mode:Int):Void

function isBuffer(buffer:Buffer):Bool

function isContextLost():Bool

function isEnabled(cap:Int):Bool

function isFramebuffer(framebuffer:Framebuffer):Bool

function isProgram(program:Program):Bool

function isRenderbuffer(renderbuffer:Renderbuffer):Bool

function isShader(shader:Shader):Bool

function isTexture(texture:Texture):Bool

function lineWidth(width:Float):Void

function linkProgram(program:Program):Void

function pixelStorei(pname:Int, param:Int):Void

function polygonOffset(factor:Float, units:Float):Void

function readPixels(x:Int, y:Int, width:Int, height:Int, format:Int, type:Int, pixels:ArrayBufferView):Void

function renderbufferStorage(target:Int, internalformat:Int, width:Int, height:Int):Void

function sampleCoverage(value:Float, invert:Bool):Void

function scissor(x:Int, y:Int, width:Int, height:Int):Void

function shaderSource(shader:Shader, source:String):Void

function stencilFunc(func:Int, ref:Int, mask:Int):Void

function stencilFuncSeparate(face:Int, func:Int, ref:Int, mask:Int):Void

function stencilMask(mask:Int):Void

function stencilMaskSeparate(face:Int, mask:Int):Void

function stencilOp(fail:Int, zfail:Int, zpass:Int):Void

function stencilOpSeparate(face:Int, fail:Int, zfail:Int, zpass:Int):Void

function texImage2D(target:Int, level:Int, internalformat:Int, format:Int, type:Int, video:VideoElement):Void

function texImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, format:Int, type:Int, pixels:ArrayBufferView):Void

function texImage2D(target:Int, level:Int, internalformat:Int, format:Int, type:Int, pixels:ImageData):Void

function texImage2D(target:Int, level:Int, internalformat:Int, format:Int, type:Int, image:ImageElement):Void

function texImage2D(target:Int, level:Int, internalformat:Int, format:Int, type:Int, canvas:CanvasElement):Void

function texParameterf(target:Int, pname:Int, param:Float):Void

function texParameteri(target:Int, pname:Int, param:Int):Void

function texSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, format:Int, type:Int, video:VideoElement):Void

function texSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, type:Int, pixels:ArrayBufferView):Void

function texSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, format:Int, type:Int, pixels:ImageData):Void

function texSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, format:Int, type:Int, image:ImageElement):Void

function texSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, format:Int, type:Int, canvas:CanvasElement):Void

function uniform1f(location:UniformLocation, x:Float):Void

function uniform1i(location:UniformLocation, x:Int):Void

function uniform1iv(location:UniformLocation, v:Array<Int>):Void

function uniform1iv(location:UniformLocation, v:Int32Array):Void

function uniform2f(location:UniformLocation, x:Float, y:Float):Void

function uniform2i(location:UniformLocation, x:Int, y:Int):Void

function uniform2iv(location:UniformLocation, v:Array<Int>):Void

function uniform2iv(location:UniformLocation, v:Int32Array):Void

function uniform3f(location:UniformLocation, x:Float, y:Float, z:Float):Void

function uniform3i(location:UniformLocation, x:Int, y:Int, z:Int):Void

function uniform3iv(location:UniformLocation, v:Array<Int>):Void

function uniform3iv(location:UniformLocation, v:Int32Array):Void

function uniform4f(location:UniformLocation, x:Float, y:Float, z:Float, w:Float):Void

function uniform4i(location:UniformLocation, x:Int, y:Int, z:Int, w:Int):Void

function uniform4iv(location:UniformLocation, v:Array<Int>):Void

function uniform4iv(location:UniformLocation, v:Int32Array):Void

function uniformMatrix2fv(location:UniformLocation, transpose:Bool, value:Array<Float>):Void

function uniformMatrix2fv(location:UniformLocation, transpose:Bool, value:Float32Array):Void

function uniformMatrix3fv(location:UniformLocation, transpose:Bool, value:Array<Float>):Void

function uniformMatrix3fv(location:UniformLocation, transpose:Bool, value:Float32Array):Void

function uniformMatrix4fv(location:UniformLocation, transpose:Bool, value:Array<Float>):Void

function uniformMatrix4fv(location:UniformLocation, transpose:Bool, value:Float32Array):Void

function useProgram(program:Program):Void

function validateProgram(program:Program):Void

function vertexAttrib1f(indx:Int, x:Float):Void

function vertexAttrib1fv(indx:Int, values:Array<Float>):Void

function vertexAttrib1fv(indx:Int, values:Float32Array):Void

function vertexAttrib2f(indx:Int, x:Float, y:Float):Void

function vertexAttrib2fv(indx:Int, values:Array<Float>):Void

function vertexAttrib2fv(indx:Int, values:Float32Array):Void

function vertexAttrib3f(indx:Int, x:Float, y:Float, z:Float):Void

function vertexAttrib3fv(indx:Int, values:Array<Float>):Void

function vertexAttrib3fv(indx:Int, values:Float32Array):Void

function vertexAttrib4f(indx:Int, x:Float, y:Float, z:Float, w:Float):Void

function vertexAttrib4fv(indx:Int, values:Array<Float>):Void

function vertexAttrib4fv(indx:Int, values:Float32Array):Void

function vertexAttribPointer(indx:Int, size:Int, type:Int, normalized:Bool, stride:Int, offset:Int):Void

function viewport(x:Int, y:Int, width:Int, height:Int):Void